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[Solved][1.10.2]Get problem with block rendering.


bxzsj
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I'm trying to define a block use vanilla cube model to render with 7 variant,but got some problem that block not be right render.

No error show in log(here).(block registry name is "energy_block")
Item renders well, but block got wrong.

block state in the following picture are correct.
no error "Exception loading model for variant" about this block(energy_block).

I'm sorry, I don't understand how json to model and connect with block state.


I'm not sure if I've done the wrong thing that use a wrong register Block State Mapper(here)
source code:

block(here)

Spoiler

package com.bxzmod.someusefulthings.blocks;

import com.bxzmod.someusefulthings.EnumIO;
import com.bxzmod.someusefulthings.UnlistedPropertyIO;
import com.bxzmod.someusefulthings.core.energy.IEnergySide;
import com.bxzmod.someusefulthings.tileentity.EnergyBlockTileEntity;
import com.google.common.collect.Lists;
import com.google.common.primitives.Booleans;

import net.minecraft.block.properties.IProperty;
import net.minecraft.block.properties.PropertyDirection;
import net.minecraft.block.properties.PropertyEnum;
import net.minecraft.block.state.BlockStateContainer;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.EnumFacing;
import net.minecraft.util.math.BlockPos;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
import net.minecraftforge.common.property.ExtendedBlockState;
import net.minecraftforge.common.property.IExtendedBlockState;
import net.minecraftforge.common.property.IUnlistedProperty;

public class EnergyBlock extends BaseBlockContainer
{
	public static final PropertyDirection FACING = PropertyDirection.create("facing", Lists.newArrayList(EnumFacing.values()));
	public static final PropertyEnum<EnumIO> UP = PropertyEnum.create("up", EnumIO.class);
	public static final PropertyEnum<EnumIO> DOWN = PropertyEnum.create("down", EnumIO.class);
	public static final PropertyEnum<EnumIO> NORTH = PropertyEnum.create("north", EnumIO.class);
	public static final PropertyEnum<EnumIO> SOUTH = PropertyEnum.create("south", EnumIO.class);
	public static final PropertyEnum<EnumIO> EAST = PropertyEnum.create("east", EnumIO.class);
	public static final PropertyEnum<EnumIO> WEST = PropertyEnum.create("west", EnumIO.class);

	public EnergyBlock()
	{
		super();
		this.setRegistryName("energy_block");
		this.setUnlocalizedName("energyBlock");
		this.setDefaultState(this.createBlockState().getBaseState().withProperty(FACING, EnumFacing.NORTH));
	}

	@Override
	public TileEntity createNewTileEntity(World worldIn, int meta)
	{
		return new EnergyBlockTileEntity();
	}

	@Override
	public IBlockState getStateFromMeta(int meta)
	{
		int a;
		a = meta % 3;
		EnumFacing facing = EnumFacing.getHorizontal(a);
		return this.getDefaultState().withProperty(FACING, facing);
	}

	@Override
	public int getMetaFromState(IBlockState state)
	{
		int facing = state.getValue(FACING).getIndex();
		return facing;
	}
	
	@Override
	public IBlockState getStateForPlacement(World world, BlockPos pos, EnumFacing facing, float hitX, float hitY,
			float hitZ, int meta, EntityLivingBase placer, ItemStack stack)
	{
		IBlockState origin = super.getStateForPlacement(world, pos, facing, hitX, hitY, hitZ, meta, placer, stack);
		return origin.withProperty(FACING, placer.getHorizontalFacing().getOpposite());
	}

	@Override
	protected BlockStateContainer createBlockState()
	{
//		return new ExtendedBlockState(this, new IProperty[] { FACING, NORTH, SOUTH, WEST, EAST, UP, DOWN },
//				new IUnlistedProperty[] {});
		return new BlockStateContainer(this, FACING, NORTH, SOUTH, WEST, EAST, UP, DOWN);
	}

//	@Override
//	public IBlockState getExtendedState(IBlockState state, IBlockAccess world, BlockPos pos)
//	{
//		TileEntity te = world.getTileEntity(pos);
//		//IExtendedBlockState s = (IExtendedBlockState) state;
//		//state.withProperty(FACING, state.getValue(FACING));
//		if (te instanceof IEnergySide)
//		{
//			IEnergySide config = (IEnergySide) te;
//			System.out.println(Booleans.asList(config.getAllEnergySide()).toString());
//			for(EnumFacing side:EnumFacing.VALUES)
//				state.withProperty(this.getProperty(side), config.canReceive(side) ? EnumIO.INPUT : EnumIO.OUTPUT);
//		}
//		return super.getExtendedState(state, world, pos);
//	}
	
	@Override
	public IBlockState getActualState(IBlockState state, IBlockAccess worldIn, BlockPos pos)
	{
		TileEntity te = worldIn.getTileEntity(pos);
		if (te instanceof IEnergySide)
		{
			IEnergySide config = (IEnergySide) te;
			//System.out.println(Booleans.asList(config.getAllEnergySide()).toString());
			for(EnumFacing side:EnumFacing.VALUES)
				state.withProperty(this.getProperty(side), config.canReceive(side) ? EnumIO.INPUT : EnumIO.OUTPUT);
		}
		return state;
	}

	public PropertyEnum<EnumIO> getProperty(EnumFacing from)
	{
		switch (from)
		{
		case UP:
			return this.UP;
		case DOWN:
			return this.DOWN;
		case NORTH:
			return this.NORTH;
		case SOUTH:
			return this.SOUTH;
		case WEST:
			return this.WEST;
		case EAST:
			return this.EAST;
		default:
			return null;
		}

	}

}

 

blockstate json(here)

Spoiler

{
    "forge_marker": 1,
    "defaults": {
        "model": "cube",
        "textures": {
            "down": "someusefulthings:blocks/remove_enchantment_side",
            "up": "someusefulthings:blocks/remove_enchantment_side",
            "north": "someusefulthings:blocks/eye_generator_on",
            "south": "someusefulthings:blocks/remove_enchantment_side",
            "west": "someusefulthings:blocks/remove_enchantment_side",
            "east": "someusefulthings:blocks/remove_enchantment_side"
        }
    },
    "variants": {
        "inventory": [{
             "textures": { "down": "someusefulthings:blocks/remove_enchantment_side",
            "up": "someusefulthings:blocks/remove_enchantment_side",
            "north": "someusefulthings:blocks/eye_generator_on",
            "south": "someusefulthings:blocks/remove_enchantment_side",
            "west": "someusefulthings:blocks/remove_enchantment_side",
            "east": "someusefulthings:blocks/remove_enchantment_side" }
        }],
        "facing": {
            "east": { "y": 90, "uvlock": true },
            "north": {},
            "south": { "y": 180, "uvlock": true },
            "west": { "y": 270, "uvlock": true },
            "down": {},
            "up": {}
        },
        "up":{
        "input": { "textures": { "up": "someusefulthings:blocks/copy_enchantment_on" } },
        "output": { "textures": { "up": "someusefulthings:blocks/copy_enchantment_off" } },
        "all": { },
        "not": { }
        },
        "down":{
        "input": { "textures": { "down": "someusefulthings:blocks/copy_enchantment_on" } },
        "output": { "textures": { "down": "someusefulthings:blocks/copy_enchantment_off" } },
        "all": { },
        "not": { }
        },
        "north":{
        "input": { "textures": { "north": "someusefulthings:blocks/copy_enchantment_on" } },
        "output": { "textures": { "north": "someusefulthings:blocks/copy_enchantment_off" } },
        "all": { },
        "not": { }
        },
        "south":{
        "input": { "textures": { "south": "someusefulthings:blocks/copy_enchantment_on" } },
        "output": { "textures": { "south": "someusefulthings:blocks/copy_enchantment_off" } },
        "all": { },
        "not": { }
        },
        "west":{
        "input": { "textures": { "west": "someusefulthings:blocks/copy_enchantment_on" } },
        "output": { "textures": { "west": "someusefulthings:blocks/copy_enchantment_off" } },
        "all": { },
        "not": { }
        },
        "east":{
        "input": { "textures": { "east": "someusefulthings:blocks/copy_enchantment_on" } },
        "output": { "textures": { "east": "someusefulthings:blocks/copy_enchantment_off" } },
        "all": { },
        "not": { }
        }
    }
}

 

 

error_render.png

Edited by bxzsj
solved
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You should always check the log.

And then scroll down the log some more until you see something helpful.

If you still don't, then post here, and include the log.

 

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Sorry, I missed that. It was a little buried.

Nothing in the log...
https://github.com/bxz2311196368/someusefulthings/blob/1.10.2/src/main/java/com/bxzmod/someusefulthings/blocks/BlockRenderLoader.java#L18

Why are you registering state mappers at all? You're using the default state mapper, you shouldn't need to do this.

 

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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15 minutes ago, Draco18s said:

Sorry, I missed that. It was a little buried.

Nothing in the log...
https://github.com/bxz2311196368/someusefulthings/blob/1.10.2/src/main/java/com/bxzmod/someusefulthings/blocks/BlockRenderLoader.java#L18

Why are you registering state mappers at all? You're using the default state mapper, you shouldn't need to do this.

 

Sorry, I don't know what is a right way to register block state mapper,can you give me some document or tutorials about it?

This is the only way I learned from a tutorial. I still haven't figured out how this part works.

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8 minutes ago, bxzsj said:

Sorry, I don't know what is a right way to register block state mapper,can you give me some document or tutorials about it?

This is the only way I learned from a tutorial. I still haven't figured out how this part works.

Its not about the proper way to register a block state mapper, my point is YOU DO NOT NEED TO DO THIS AT ALL EVER unless you are doing something like "I want to split my blockstate file into two files based on X property."1

 

How did I register my blocks in 1.10?

Like this:

https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/hardlib/client/ClientEasyRegistry.java#L33-L42

https://github.com/Draco18s/ReasonableRealism/blob/master/src/main/java/com/draco18s/hardlib/client/ClientEasyRegistry.java#L80-L83

Do you see anything about a custom block state mapper?

 

1 This being a thing I actually did.

Edited by Draco18s

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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13 hours ago, bxzsj said:

I understand, if I don't need to load blockstate json from separated files, it's no need to register block state mapper.

Now I removed register block state mapper, but it still don't work.

new log

3

You do not have any models/block folder and therefore none of your blocks will have a texture.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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5 hours ago, Animefan8888 said:

You do not have any models/block folder and therefore none of your blocks will have a texture.

what you mean, I'm using vanilla "cube" model

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On 6/5/2018 at 2:40 AM, bxzsj said:

what you mean, I'm using vanilla "cube" model

Never mind I did not look into your blockstate json. Have you tried anything else since then?

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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I made a stupid mistake.

this.setDefaultState(this.createBlockState().getBaseState().withProperty(FACING, EnumFacing.NORTH));


That makes the state in game never equal state in 

BlockModelShapes.blockStateMapper


Sorry to waste your time.

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